Professional Documents
Culture Documents
25
Artist
e L i p s
s s a b l issing
! ...
i
orth k
t lips w
K
to pain
w
hes us ho
teac
da as she
ogo
by Anna P
ial
latest tutor
our
Read
Articles
Infinite Oz’s ‘ Tin Man’, Sketchbook by Noi Inthavong & more
Interviews
Elena Sedova, Dr CM Wong, Nathaniel West & Dwayne Vance
Galleries
Benita Winckler, David Munoz Velazquez, Bruno Werneck & more
Making Ofs
‘Speed Runners’ by Joel Carlo & ‘Work Makes One Free’ by Brian Recktenwald
Tutorials
‘Elements: Weather’ by Carlos Cabrera, ‘Painting Lips Worth Kissing’ by Anne Pogoda
Contents
Editorial Contents
Welcome to the 23rd What’s in this Month:
issue of 2DArtist
Elena Sedova 006
magazine. We have New York Based Artist
a jam-packed issue
for you this month,
Dr CM Wong 015
CEO of Opus Artz
including not one
but three artists Nathaniel West 023
Freelance Illustrator and Designer
giving their individual
interpretations of Dwayne Vance 033
our Speed Painting Owner of FutureElements
Magazine Viewing Tips For optimum viewing of the magazine it is recommended that you have the
latest Acrobat Reader installed. Download it for free, here: DOWNLOAD. To view the many double-page spreads featured
in 2DArtist magazine, you can set the reader to display ‘two-up’, which will show double-page spreads as one large,
landscape image. 1. Open the magazine in Reader; 2. Go to the ‘View’ menu, then ‘Page display’; 3. Select ‘Two-up
Continuous’, making sure that ‘Show Cover Page’ is also selected.
Contributing Artists
Every month, many creatives and artists from around the world contribute
and brings them to live. Her unique artistic abilities
have also been shown in many art galleries all over
the world!
to 3DCreative & 2DArtist Magazine. Here you can read all about them. If
you would like to be a part of 3DCreative or 2DArtist Magazines, info@rabbitteam.com
please contact: lynette@zoopublishing.com. www.elenasedova.com
Dr CM. Nathaniel
Wong West
Has over 8 years of creative Is a freelance illustrator
visualisation and pre-production and designer residing in
experience, having worked Los Angeles. He acts as an
on various independent game integral part of many exciting
projects, publications and CGI pre-production projects all around the world, which include themed
artwork. He is currently the CEO of his own digital art entertainment, films and video games. He is currently
studio, Opus Artz, based in London. Previous work focusing on Production Design for feature films,
includes his role as Senior Concept Artist and Visual as well as continuing to work with clients to design
Lead for ‘Infinity: The Quest for Earth MMO 2009’, meaningful spaces on various freelance projects.
plus numerous commercial publications.
chee@opusartz.com nathanielbwest@aol.com
www.opusartz.com www.nathanielwest.net
Anne Emrah
Pogoda Elmasli
Is a 2D artist working on Is a Turkish Concept Artist
concepts, illustrations and based in London, UK. He’s
such. She graduated from the working at Lionhead Studios
Art Akademy and now works as a full-time Senior Concept
freelance in Berlin, Germany. Anne made her first Artist. Before coming to UK, he was a freelance
attempts at digital art in 2003. For 3 years she has artist living in Istanbul, Turkey, and was working
been working on 2D illustrations and concept art with for various clients like Crystal Dynamics, Irrational
a Wacom Graphire in Photoshop and Painter. She Games, CGToolkit and Fantasy Flight Games,
will also be learning ZBrush 3 and Maya and would as well as ad agencies in Istanbul. He then found
like to do some game or film related stuff later. himself in the UK. He draws everyday and enjoys the
wpwebmasterin@web.de city in his spare time.
www.darktownart.de emrah@partycule.com www.partycule.com
Daarken Mike
After graduating from the Corriero
Academy of Art University in Is a Freelance Concept Artist
of the Coast, Fantasy Flight Games, Widescreen from creatures, environments, structures, illustrations
Games, Digital Extremes, and Upperdeck. He now and icons. His work has been featured in a number
works for EA Mythic as a concept artist for the game, of promotional outlets including ImagineFX, Ballistic
Warhammer Online: Age of Reckoning. Publishing’s Expose 4 and 5 and Painter Book, Corel
Painter X and Design 360 (China).
daarkenart@daarken.com mikecorriero@gmail.com
http://www.daarken.com/ www.mikecorriero.com
Noi Brian
Inthavong Recktenwald
Is a freelance artist who Is currently working at
graduated from Amarillo LucasArts in San Francisco as
College with a degree in a 3D Environment Artist. He
Graphic Design. He’s been graduated from the Savannah
drawing and painting since middle school and has College of Art & Design with a concentration in Visual
worked with 3D tools before, but his main interest Effects. Even though his focus is on 3D content
is in digital painting. He loves watching things come creation, he has a strong foundation and passion
alive with each brush-stroke. He tries to sharpen for painting both on canvas and digitally. In his 2D
his skills by taking part in painting competitions on and 3D works, he attempts to tell a story using a
ConceptArt.org. cinematic approach.
noiinthavong@hotmail.com breckten@gmail.com
www.3thumbsup.0catch.com www.brianrecktenwald.com
Overall, I’d say your art creations are very expressive, energetic and lively.
Are these characteristics which you also possess yourself?
Yes, I think we have something in common! Although I am not flying
around my apartment like the cat in my “Crazy Cat” artwork, I do like
people with a sense of humour and I consider myself to be one of them.
In this job it is very difficult to take everything seriously. In my childhood
Elena Sedova
For more work by this artist please visit:
www.elenasedova.com
Or contact them at:
info@rabbitteam.com
Interviewed by: Lynette Clee
Following in the success of our first two books in the
‘Digital Art Masters’ series, we would like to announce
the ‘Call for Entries’ for the third book in the series
‘Digital Art Masters: Volume 3’.
http://www.3dtotal.com/damv3_callforsubmissions/
“Coupled with sheer stubbornness
and determination, I believe
if you set out to achieve your
heart’s desire, the whole process
of that journey can be sometimes
more rewarding than getting
there...”
Medical school
graduate turned
digital artist, Dr Chee
Ming Wong takes
time out from running
his business, ‘Opus
Artz’, to talk to us
about himself and his
passion for ‘space
medicine’...
Interview Dr.Chee Ming Wong
You graduated from Sheffield Medical School in 2001, and then went on to
become a concept artist whilst specialising as an anaesthetist. Could you
tell us why you chose to start doing 2D art when you sound like you had a
very promising medical career?
Whilst specialising as an anaesthetist and early on as a doctor in training,
both the passion to visualise worlds and environments for games and
movies came forth - influenced by the beautiful, lush visuals of various
matte painters and concept artists. It was a time when digital artwork
was coming forth (2001), whereby the use of digital tablets enabled
rapid visualisations of concepts and illustrations that could build upon
the traditional skill-set of industrial design principles. And thus, I built
as the texture on walls, graphics, patterns, hints When I design a world, I can’t help but think of
of decay, and so on. The way we move through it as a real space that will be used by someone
a space, or how it is introduced to us, is also in some way. I’m always thinking about how it
key in the overall design. Do we walk through would feel to walk through that world, and how
narrow hallways to get to the space, or do we one may interact with it. Just looking interesting
walk through an open courtyard first? Does the is not enough. If it doesn’t work spatially, then
space have high ceilings, or low ceilings? Can it won’t come across as a believable world.
we see a glimpse of the space from afar? These It is important to think about flow, how one
are decisions that will ultimately affect how we might walk through the space, and what will be
interact with the space and how it makes us feel. revealed to them as they turn a corner. It’s also
important to think about shapes, and massing
Can you describe with reference to some of your that reinforces the mood of a space. Sharp
paintings how you have applied this background angles and forms would be more appropriate
knowledge to help design some of your digital for a sinister space, rather than bubbly circles,
worlds? for example. I’m also very concerned with
production design, where not only do I get to I think that is a common notion, but ultimately
think about spaces and the characters that the role of a Production Designer is to decide
inhabit them, but also about how these spaces how to visually tell the story and present that
can visually reinforce the emotional tone of vision to the Director. That not only includes
specific scenes, and thus the overall film itself. the use of colours and styles in the sets and
Playing with colour schemes and creating locations, but also the usage of filters that
the visual style for a film is a very fascinating go over the lenses, as well. The Director,
experience, as well. It really opens up a new Cinematographer, and Production Designer
level of thought and detail that I enjoy very work very closely together on any project.
much. Ideally, those three people collaborate on an
equal level, and the exchange of ideas is free
The notion of a scene emphasising an emotional and fluid. The Cinematographer may have great
state and using colour as a device sounds very colour ideas to add to the Production Designer’s
much like the role of a cinematographer. Do vision, whereas the Production Designer may
you ever work in conjunction with these people have some interesting ideas on how to light a
behind the scenes and communicate ideas? scene in an exciting way that may further push
the story. All in all, film is a very collaborative as a combination of not only digital illustration,
effort, and it takes many minds to make it a but mixed media collage as well. I draw from
reality. real life as inspiration, and therefore like to make
references to it as a basis for my work.
It looks as if there are a few photographed
textures in some of your images. Do you use Which artists do you believe have had the most
these to speed up the painting process or influence upon you and who would you site
maybe just add a touch of realism? as the most important within the field of digital
I would say both. From a production standpoint, development?
I use different photos and textures to speed up There have been so many people that have
the process — moving quickly and efficiently. been a great influence to me — it’s hard to
The most important thing, above all, is to name them all! As far as artists are concerned,
clearly demonstrate your vision. I am heavily I really love the works of N.C. Wyeth and Dean
influenced by certain random photos (it could be Cornwell, simply for their amazing illustration
a picture of peeling paint from a wall) and like to and storytelling abilities. I’m also a very big
incorporate them into my pieces. I view my work fan of Edward Gorey, John Singer Sargent,
J.W. Waterhouse, Giorgio de Chirico, Bernd story, and understanding the mood you are Take the image of the dark Chinese-inspired
Haussmann and Syd Mead, amongst others. I trying to create through lighting and atmosphere. alley, for example [see previous page]. The
am of course heavily influenced by the master Once you have a full understanding of what focus of this scene is the blue alcove on the
of digital art himself, Craig Mullins. He has you’re trying to portray, anything and everything right-hand side. There’s a play on traditional
really opened the door to the possibilities of can happen. Your environment will undoubtedly ‘old world’ elements with the altar and golden
digital illustration, but he is rooted in traditional become more detailed in terms of the textures sculpture above, and the notion that it has
techniques of the masters before him, such as and the props you will use to reinforce the story been converted by its ‘modern’ tenants into a
the Brandywine artists Howard Pyle, N.C. Wyeth and mood. multi-use space with the wiring on the walls,
and Dean Cornwell. gas can, appliances, and so on. There is a pile
When you design environments for video of oranges on the altar, suggesting an offering,
Would you label yourself under the banner of games, what are the different considerations along with postings on the pillars, which could
“concept artist”, or do you see your role being that you need to address when compared to suggest that an event of some importance is
more specifically related to environmental film? occurring that needs announcing. The black
design? I would say that the differences are very cat subtly suggests an air of danger about the
I don’t think of myself as either one or the other. minimal; the same principles apply to any entire environment, to me. If you were alone on
I just think of myself as a designer and an situation where you have a character interacting a street like this and a black cat ran in front of
illustrator. I’m very fortunate to have experience with a space. You still need to consider spatial you, it might give you an eerie feeling. I wanted
in both the conceptual stages of projects, as well relations, the staging of key elements and story to give it a noir feeling… a feeling of danger and
as how to design them in order to make them points. Logistically, you don’t need to consider beauty at the same time.
work realistically. So I guess you could say I’m a construction budgets as much in video games
little of both. though, as it will all be built in 3D. Nathaniel West
For more work by this artist please visit:
Could you summarise what you think are Story seems to be a word that you mention www.nathanielwest.net
the essential components that are key when frequently and attribute much importance to. Or contact them at:
designing a digital environment? Can you refer to one of your paintings and nathaniel@nathanielwest.net
The most essential components when designing describe how you have used props and details
a digital environment are understanding your to help suggest a storyline to the viewer? Interviewed by: Richard Tilbury
##$)##
$!- !!%&(#$*
&('(&#!-($$!'((
!*("$!##($ "- $!(#$&'$
'$"(#")"$&
"$$$&'
$!-$#)
"$!#
!)
%#(#
)
%#(#
)!%(#
#&#
#"($#
"$$'"$&##()(*)'&#(&#')%%$&(*
+$&!+$"")#(-$&('('#'#&'
($)(#$+(
$&-$)&#
$&-$)&# +++!),$!$-$"
IMAGE COURTESY OF STEVEN STAHLBERG
LET YOUR
IMAGINATION
RUN WILD!
3DBOXX 7500 NOW FEATURING
QUAD-CORE AMD OPTERON™
PROCESSORS IS THE WORKSTATION
YOU’VE BEEN DREAMING OF.
8 CORES SUPPLY THE POWER
TO MAXIMIZE RESPONSIVENESS
OF PROFESSIONAL PAINTING
APPLICATIONS. BOXX WILL BE
THE MOST ADVANCED TOOL IN
YOUR TOOLBOX, GIVING YOU THE
FREEDOM TO CONJURE DRAWINGS
PREVIOUSLY ONLY IMAGINED.
STAY CREATIVE.
If you could sum up your style of art work into one sentence, what would
it be?
Good question! My slogan for my company is “high energy art and
design”, so I’d like to try to stick to that.
and inspired me; Craig Mullins, Ryan church, Mark Gorner, Sparth, Vyle
and all the guys from Steambot. Those are probably my top picks! I am
constantly looking at people’s work for two reasons: one, because they
are my competition; two, to be inspired and to push myself harder.
You mentioned you met Syd Mead whilst at Hot Wheels. If you could work
together on a project in the future, what would it be?
Wow, another big question! Well, Syd Mead is known for his sci-fi stuff, so
I guess some sci-fi game or movie. Maybe if someone wanted to expand
the story of Blade Runner and do a new movie based on the original that
would be awesome, since Syd is so well-known for that movie. I would
also love to expand the story of my Arc Mechs; I really like the story that
goes a long with it and I think it would really lend itself to some great
visuals. So it would be really be cool to see Syd’s take on it!
Dwayne Vance
For more work by this artist please visit:
http://www.futureelements.net
Or contact them at:
dwayne@futureelements.net
Interviewed By : Chris Perrins
“I started off with a
0.5 mechanical pencil
and then went over them
with an ebony pencil. I Sketchbook Noi Inthavong
then scanned them into
Photoshop where I put them
together and cleaned them
up.”
The Clowns
The clown pictures were a few
of the concepts that I did for a
friend. It took me three tries to
get the right sized one (the
smallest). After I was done
I realised that they would
make a really interesting
staged sequence, so I put
them together.
I started off with a 0.5
mechanical pencil and
then went over them with
an ebony pencil. I then
scanned them into Photoshop
where I put them together and
cleaned them up.
Rayne
Rayne was another one of the characters that I designed for Falling Door
Production. At the time when I was designing her, I was really into Hyung
Tae Kim’s work from Magnacarta, hence the different ornaments and
Risa
In this concept, I was trying to create a fantasy
insect girl. I gave her a small belly in order
to make her resemble more of a young girl. I
had to research through many different insect
pictures in order to come up with her.
Ronnelle
Ronnelle was also a character I designed
for Falling Door. She was designed to be a
beautiful yet lethal warrior. Her clothing styles
were meant to be decorative with lots of jewels,
whilst still allowing her to be very mobile. The
ornamental dress and hair piece were design to
be used as an unnoticeable weapon. With this
piece, I went through many different ideas and
designs before the team found the right outfit.
Noi Inthavong
For more information please visit:
www.3thumbsup.0catch.com
Or contact:
noiinthavong@hotmail.com
Justin Cone
Editor, Motionographer
For more information, please visit:
http://motionographer.com
the mini-series. While the artists were allowed to Contact: Niklas Lindström, Executive Producer in Minneapolis, London, Singapore, São Paulo,
freely interpret their assigned scenes, they were Phone: +1 212 446 6765 and Tokyo. Additional information can be found
given general technical and graphical guidelines Mobile: +1 917 455 0398 at www.fallon.com
as well as specific briefs. This allowed for Email: niklas.lindstrom@b-reel.com
smooth transitions between the scenes and the SCI FI Channel is a television network
creation of freestanding elements suitable for Fallon Worldwide, one of the world’s most where “what if” is what’s on. SCI FI fuels the
animation and that could be adjusted for both critically acclaimed, creatively driven branding imagination of viewers with original series
web and HD broadcast versions. In order to companies, manages the consumer voice of and events, blockbuster movies, and classic
achieve a never-ending zoom and maintain full some of the world’s leading brands, including science fiction and fantasy programming, as
resolution, the artists created their scenes in Sony, Nestlé Purina, TIME Magazine, Holiday well as a dynamic web site (www.scifi.com) and
10k resolution. Once the scenes were delivered, Inn, Holiday Inn Express, ASDA, National Car magazine. Launched in 1992, and currently in
the B-Reel crew began their work linking Rental and Alamo Rent A Car, and Orange. 92 million homes, SCI FI Channel is a network
them together and bringing them to life using Fallon Worldwide is a global network of of NBC Universal, one of the world’s leading
animation, weather and light effects. In order to Publicis Groupe, based in Paris, and has 500 media and entertainment companies.
process this much graphical data, it was crucial employees worldwide. The company has offices
to use the latest version of Flash, version 9,
combined with the latest Action Scripttm 3.0
programming language featuring improved
performance and increased flexibility.
About...
B-Reel, is a hybrid production company that
directs and produces live action, animation and
interactive. The productions seamlessly traverse
media platforms, from television to the web. The
company has offices in Stockholm and New
York. For more information about B-Reel, please
visit www.b-reel.com
tu
e O
iT m
in g
Ta k This month, we’ve asked 2D artists from a variety of
backgrounds and locations around the world:
Daniela Uhlig
Graphic Designer & Illustrator, Mobil
Entertainment Company, Berlin, Germany
“Meet with friends, my boyfriend, or simply
watch TV.”
Daniele Bigi
Lead Lighter & Compositor, Aardman
Animation, Bristol, UK
“For most of the people who work in an artistic
world, work is often an obsession and it is really
hard to be able to take time off. The only way to
relax is to go on holidays, but often when I am
away I see something interesting and I start to
think about a new project!”
Don Seegmiller
Freelance Concept Artist, Illustrator & Artist,
Utah, USA
“I fly fish and ride my motorcycle.”
Raluca Iosifescu
“Actually it’s the other way around: I take time
off from my job for CG graphics, and I don’t
intend to put it into second place. I need drawing
to be happy!”
Robert Chang
“CG/Art isn’t the biggest thing in my life,
anyway. I might do it as a job often, but when
I’m not working I tend to spend my time
shooting photography, composing music, writing
screenplays and novels, watching movies,
reading books, playing video games and so on.”
Robin Chyo
Concept Artist, Cryptic Studios,
Los Gatos, California, USA
“I’ll watch a movie sometimes or go to hang
out at the book store. But honestly, I’m always
thinking about what would be cool to paint or
design next.”
Rolando Cyril
“I am 22 and my busy life goes at around
hundred kilometres an hour! I haven’t other
artistic activities, but I work in a psychiatric
hospital as a psychologist.”
Roy Stein
“I love watching movies - it gives me energy and
muse at the same time.”
Ryohei Hase
Illustrator & Designer, Bandai Namco
Games, Tokyo, Japan
“I play with Kotaro, my dog.”
Sasha Podogrny
Designer, http://tiro.by, Belorus, Minsk
“Does it happen? I draw and paint from life. I like watching movies, such
as Tarkovskij’s ‘Andrej Rublev’.”
Simon Legrand
“I take time out from 3D with 2D! But my beautiful girlfriend is probably my
best “breath of fresh air”. Going to the gym regularly is also a great way for
me to switch off.”
Tim Warnock
Senior Matte Painter, Intelligent Creatures, Toronto Ontario, Canada
“Three months ago I would have said that I don’t really. I have the
tendency to live a bit of an unbalanced life, but my wife and I had our first
child in October and I have had to make a few adjustments. I really love
my work so it is hard to set it aside, but when I do these days it usually
involves hanging out with my family, watching movies and changing my
son, Liam’s diapers.”
world history topics. Computers have been an do photography from time to time, but that’s also things which are both fun and improve my
important part of my life since childhood. When art. Art is what I live on, breathe on and draw on. creativity.”
I was a kid, I had a Commodore 64. After that, Sometimes I eat…”
I bought an Amiga. I’m still playing old games! Coming next month: we ask
I like some of the new PC games, such as Y. Soner Yurtseven artists...
“Starcraft”, “Heroes of Might and Magic” and “I follow other artists’ artworks, watch animated
“Half-Life” - they are my favourite games. If I films and talk about them with my fiancee. We “What artwork has moved
find time, I also play strategic games during my also create new concepts and projects together. you emotionally/mentally,
weekends.” I love to be with our cats and dove. I like doing and why?”
Vinegar
Freelance Artist, Warsaw, Poland
“Just like everybody else resting from work,
I guess; meeting people, taking a walk...
although it’s hard to say I get separated from it
as everything can be, and is, an inspiration, so
if you’re any kind of creator then ideas are just
coming from everywhere!”
Vitaly S. Alexius
Freelance Illustrator, Toronto, Ontario, Canada
“You don’t take time out of art, you put time in! I
Colonies
Lorin Wood
www.lorinwood.com
lorin.wood@gmail.com
The Aviator
Bruno Werneck
www.brunowerneck.com
contact@brunowerneck.com
E^mVg#G]ni]b=jZh#>cYjhig^VaA^\]iBV\^X#
G^c\VcnWZaah4:kZgnnZVgdjg\gVYjViZhhiVgi
XVgZZghVii]ZldgaYÉhZa^iZegdYjXi^dchijY^dh#
I]ZnÉkZldg`ZYdcE^gViZhd[i]Z8Vg^WWZVc!
IgVch[dgbZgh!H]gZ`i]ZI]^gY!ndjcVbZ^i#
KVcXdjkZg;^abHX]dda^hcdlVXXZei^c\
Veea^XVi^dch[dgdjg?VcjVgn'%%-hiVgiYViZ#
VFS Student work by Michael Lewicki
k[h#Xdb$Vc^bVi^dck[m
2DArtist Magazine introduces the
‘Challenge’ section of the magazine.
Every month we will run the Challenges,
available for anyone to enter for prizes
and goodies from the www.3dtotal.com
shop, and to also get featured in this
very magazine! The 2D Challenge runs
in the ConceptArt.org forums and the
3D challenge, runs in the Threedy.com
forums. Here we will display the winners
from the previous month’s challenge and
the Making Ofs from the month before
that...
In Association with
Stylised Animal Challenge Hyena
The Challenge
Welcome to the Stylised Animal Monthly Challenge. Each month, we will
select an animal and post some images in the forum thread as reference.
All you have to do is to create a 2D image of this creature in a stylised/
abstract/cartoon style, whilst keeping your creature instantly recognisable.
We wanted to publish some content in 2DArtist Magazine on how to
create stylised animals, such as you see in the many feature films and
cartoon galleries. We thought this regular competition might bring in just
the images and Making Ofs that we need, whilst giving away great prizes
and exposure. If it continues in success, we will try to boost the prizes as
much as possible! This month’s animal was the Hyena. Here you can see
the top nine entries, as voted for by the public...
9th Asita
Challenge Thread
The entire Hyena competition can be viewed here.
The current challenge at the voting stage is:
Dinosaur: Herbivore
The current challenge taking place is:
Dinosaur: Carnivore
To join the next challenge, or to view previous and/or current entries,
please visit: www.conceptart.org
Or, for the 3D Challenge, please visit: www.threedy.com
Or contact: lynette@zoopublishing.com 2nd Juan Caruso juan_carusoart@yahoo.com
Making Ofs
Here are the Making Of from last month’s top 3
winning entries...
Step 2:
In a new layer added I flattened the colours with
a semi-smudge shaped brush, not worrying too
much about the edges. With an irregular shaped
brush I then added some texture for the skin
(Fig03); with the SSS (semi-smudge shaped)
brush, following the direction of the body, I
added the form of the belly and shadows. At this
point I started to make some decisions on the
background colour.
Step 4:
For the smoke from the cigar I used the SSS
brush and a low opacity eraser with the SSS
configuration (Fig06a). For the background I
used 2 brushes (Fig06b) to add the effect of a
Juan Caruso
Contact them at:
juan_carusoart@yahoo.com
Step 2:
On a new layer I drew the croc again - a
little tighter in design and a bit cleaner in
appearance. Based on my initial sketch, I
achieved a clearer vision of what it was I was
trying to convey with this crocodile dude (Fig02).
Step 3:
I filled the croc silhouette shape with a dark
green on a new Multiply layer, and painted in
a lighter green to imply a general light source.
With a custom brush, I created a patterned
texture on the little guy’s back, legs, arms, tail
and head (Fig03).
Step 4:
Here I started painting in the rough flats of the
croc’s features. Refining the shapes,
I painted in the belly parts, more head details,
the teeth, tongue and eyeballs. The under
painting of greens pops out in certain areas,
creating more depth and light and shade for the
curves (Fig04).
Step 6:
With a custom made brush I gave the
background a nice texture so it didn’t look
too dull, and so it would somewhat speak the
Final Touches
Here I just added in more detail work on the
background and shadow, the croc’s mouth,
and added some nice drool on his tongue. On
a new Color layer I filled in a cool purple colour
and lowered the opacity of that layer. This
gave the overall colour scheme a more unified
appearance and softened the harshness of
the greens a little. As a final touch of humour
I painted in a little bee hovering above, which
shows some playfulness in the croc’s character
and gave the guy something to look at, with
those googly eyes of his (Fig07).
David Neale
Contact them at:
davejneale@hotmail.com
Custom Brushes
“...try learning how to
paint clouds by just using
a normal round brush,
or painting scratches in
metal, or smoke. Custom
brushes are just a tool,
not a replacement for the
fundamentals that every
artist should learn.”
the Opacity to Pen Pressure. The brush is pretty In this example (Fig08), I used the brush to add
much done and ready to go now (Fig06 - 07). some texture to the metal of the armour, as can
In order to save the changes you have just be seen. The next brush I want to talk about is
made to the brush, right-click on the canvas. a brush that I got from someone at work. This
The brush dialogue box will pop up. Click on the brush was made specifically for painting clouds.
little paper icon in the upper right hand corner of This brush is great. It makes painting clouds
the window. This will save your brush and stick very easy and you can get a fairly good result
it at the bottom of the brush list. very quickly.
Daarken
For more from this artist visit:
www.daarken.com
Or contact:
daarkenart@daarken.com
I M A G E S T A BILIZATION
Maybe you are shooting hand-held, and need a more professional look. Maybe you are using other stabili-
zation software, but are tired of limited functionality, poor tracking, or strange geometric distortions in the
results. We’ve got the cure!
SynthEyes now includes an awesome image stabilizing system, based on SynthEyes’s famously fast and
accurate tracking. Integrating auto-tracking and stabilization makes for a terrifically fast workflow, and
means we can do all the sophisticated things to produce the highest-quality images possible. We added
the flexibility to nail shots in place, but also to stabilize traveling shots. Then, piled on a full set of controls
so you can direct the stabilization: to change shot framing, add life, or minimize the impact of big bumps
in the footage. Since you’ve got other things to do, we multi-threaded it for outstanding performance on
modern multi-core processors.
We didn’t forget about pure camera tracking either. SynthEyes 2007½ adds single-frame alignment for
nodal tripod and lock-off shots; a way to add many accurate trackers after an initial solve, for mesh build-
ing; a way to coalesce co-located trackers, perfect for green-screen tracking; and about 50 other things.
of
The citizens
the flooded
city now
resided in
the tallest
buildings
connected
by makeshift
The citizens of the flooded city now resided in the tallest buildings connected by makeshift bridges Speed Painting
Introduction
Touching on a subject that involves some
architecture for a speed painting can either
be extremely simple or extremely difficult;
it all depends on how you handle it. If the
architecture is meant to be abstract it’s likely you
may more easily get away with a lot of technical
details. If you choose to produce a more modern
or less complex style of architecture you can
make it easier on yourself with creating a few
quick custom brushes.
As a first step you can see I have just set up my instead of going back and forth to the Colour
canvas with the horizon line, a couple of simple Picker window (Fig01).
perspective lines and a base for the water and
sky. To the right is a reference image that, Under the brush presets you can adjust a lot of
although won’t set the basis for my designs, the settings to get endless effects. This is just
will just help keep me on track when working a simple brush I use a lot, called an “Airbrush
quicker than usual. Then I have just set up a Pen Opacity Flow” brush; with the brush shape
small colour palette to sample some hues from, flattened and the scatter option applied it will
Quickly laying in the large main elements in The brush list is a quickly created group of
the foreground, I’m using a custom brush from boxed brushes. They were not all used but it’s
a set of construction boxed brushes I made nice to have them handy so that when you begin
for this very purpose. A quick and easy way to painting you have most elements and shapes
produce a speed painting involving architectural already set up . The presets have been kept
designs such as buildings is by laying down off because with all of these brush shapes I am
a perspective grid and using custom brushes. playing around a lot with the angles, the spacing
I’ve set the Brush Presets so that the spacing and the sizes to produce my buildings and
of my brush is far enough apart to produce a bridges (Fig04b).
kind of pattern effect. Just click one spot on the
canvas then hold shift and click where you want On a new layer some small buildings and
your brush stroke to head. You’ll get a perfectly minimal detail are added to the far background;
straight line, and with the spaced brush it will notice as the buildings are pushed back further
give you an interesting design effect (Fig04a). the value has become lighter and details are
lessened. I’m keeping each plane of buildings keeping the base lighter around the object
on their own layer for when I produce the where it connects and meets the water will help
reflective effects in the water (Fig05). distinguish the reflection from its origin (Fig 06).
I’ve started to beef up some of the details on Here you can see how I’ve copy-flipped the
the buildings, mainly in the background first of buildings after their details; the bridges and
all, as I start to produce reflections and water windows were added and then set the reflective
ripples. A very quick and easy way to produce layer to a lower opacity. Checking out the
a reflection is to simply copy the layer and flip it painting at 100 percent resolution you would
vertically, then just lower the opacity, darken the see how choppy and simple the water effect
colours and overlay a few water ripples. Usually is, as shown in Fig02. Increasing the size and
Final Touches
Final steps taken to bring this speed painting
to a final image included the addition of some
Mike Corriero
For more from this artist visit:
www.mikecorriero.com
Or contact:
mikecorriero@gmail.com
Speed Painting The citizens of the flooded city now resided in the tallest buildings connected by makeshift bridges
Step 1
As the first step, I open up a new canvas in
Photoshop CS3 and select the Gradient Tool (G)
to create a sky colour gradient to achieve a feel
for the painting. Starting to paint on a full canvas
is better then painting on an empty canvas. I
preferred a purple and grey combination for this
painting, but it would be nice as blue and pink, as
well. It’s your choice really (Fig01).
Step 2
Then I start blocking the colours in with a bold
brush. I paint in the silhouettes of the buildings
very roughly. I add some tall buildings to the far
distance to achieve a nice depth of field feel, as
Step 3
I start to add some colours to increase the
saturation and I also apply the main light
source from the left hand side. This is a speed
painting so the time is important. The aim is
to get satisfactory results in a short amount of
time. So, my brush strokes are very fast. I was
planning to finish the painting in an hour, but I
decided to put some more details on it (Fig03).
Emrah Elmasli
For more from this artist visit:
www.partycule.com
Or contact:
emrah@partycule.com
Final
As the final step, I zoom in and add little lights
and details of the flood verses the city. To make
the lights glow, I create a new layer and change
the layer properties to Colour Dodge. Then I
select a dark orange-ish colour and paint them
in with a default brush.
The citizens of the flooded city now resided in the tallest buildings connected by makeshift bridges Speed Painting
Introduction
In this Speed Painting tutorial I’m going to
explain a little about the use of 3D tools in
the process of designing an image. Most of
the best 2D artists I’ve met do not like to use
3D that much. Many won’t even touch these
applications for whatever reasons. I was one of
those guys, until I was forced to move into the
3D world when I got my first, proper job in the
games industry. I’m going to show a process
that is almost invisible in the actual finished
image, yet helped me a lot when nailing down
the composition of this speed painting.
Quick Composition
In a matter of minutes (or seconds, depending) I
create a quick sketch which includes most of the
relevant compositional information regarding my
painting. I start off with a long, cubic shape on
the left, which will eventually become my major
makeshift bridge, as suggested by the title. I’m
not worrying at all about screwing things up at
this point. It’s always better to work intuitively
Mikko Kinnunen
For more from this artist visit:
www.artbymikko.com
Or contact:
mikko@artbymikko.com
Created In:
Photoshop
Introduction
This is a guide for beginners, taking you through
the process of scanning real world patterns from
such elements as feathers to tinfoil, as you’ll see
in this tutorial. I’ll explain how to get the most out
of your textures, how to save them as a texture
set and how to apply them in various ways to an
object that you are painting.
Step 01
You can create a texture from practically
anything; what I’m going to focus on here
though are textures you can draw and scan, as
Step 02
Once you scan in the item, lay it flat on your
scanner and choose Greyscale at 300 dpi for
a large resolution. The next thing you’ll need to
do is to crop the image so it has as few flaws
in variation as possible - you want to make the
texture appear as a pattern. Next you’re going
to go to Image > Adjustments > Levels; in the
Levels box that opens up, adjust the black and
Step 03
In some cases, like for the crosshatch texture,
I just used the Stamp tool to copy and replicate
portions to expand the size of the texture and
keep it from repeating the same pattern. This
helps instead of wasting too much time drawing
it all out (Fig03).
Step 04
Now that I have my texture scanned, the levels
adjusted and everything’s clean and seamless,
it’s time to save it as a texture. Click on Edit >
Define Pattern > then save the pattern with any
name you wish, i.e. “Crosshatch” (Fig04).
Step 05
If you’d like to test your pattern, grab the brush
tool, head to the top right and click the little
black arrow next to where it says “brushes”. This
will drop down a box with a bunch of options that
you can apply to your brush; in here you’ll find
a box you can tick, called “texture”. You’ll notice
a thumbnail image of the texture that is chosen,
which also has a little tick box, titled “invert”,
to switch the values of the texture. Setting the
scale to 100% will set the texture to the actual pixel size or dpi (dots per
inch); you can lower or raise the scale to suit your needs. I have it set
to 100%, and the depth at 100% as well, in order to get the most out of
my texture. I find that setting the mode to Multiply also works the best for
clarity and a smooth effect when painting with textures. When you invert
your texture you’ll also want to invert or switch the colour from dark to light
by clicking on the double arrow icon (Fig05a & b).
Step 07
I created a simple sphere as an object to test
these textures on. I will provide this object in the
tutorial so you can test and follow along with
these steps, as well. To the right you’ll notice
after repeating steps 01 through 04, for each
texture or real world object they will all show
up in my texture list. You can access your list
by clicking the little arrow next to the texture
thumbnail. Here you can view each of your
textures and save the texture set. Click the
arrow to the right of all your textures and a box
will drop down where you can choose to Save
Patterns. Now, whenever you want you can go
to this same box and choose Load Patterns to
access this set of textures you created (Fig07).
Step 08
Refer back to step 05 for the use of your
textures, then select the Magic Wand tool,
clicking outside the sphere then inverting your
selection to outline the circle. Using the method
explained in Step 05, you can paint any texture
you wish on to your object. I find that setting
your layer above the object to Soft Light mode allows both the texture and
the original values of the object to work best (Fig08).
Step 09
Another more affective way to produce a texture that will appear to wrap
around an object is to create a new Normal layer above the original
sphere. Select a mid-toned grey and fill the selection on the new layer
with the Bucket tool. Now to apply the texture select Filter > Texture >
Texturizer (Fig09).
Step 11
Now that your texture is applied to the greyscale
selection, make a duplicate by dragging the
Step 12
Shows all five textures applied to the sphere
without the Spherize filter (Fig12).
Step 13
Shows all five textures applied to the sphere
“with” the Spherize filter (Fig13).
V !RCHITECTURAL 3HOWROOM 4EXTURES
/UR .%7 4OTAL 4EXTURE COLLECTION IS FULL
OF GREAT 3HOWROOM 4EXTURES FOR REALLY
FINISHING THOSE !RCHITECTURAL RENDERS TO
THE HIGHEST STANDARDS WITH AS LITTLE EFFORT
AS POSSIBLE !S WITH ALL 4OTAL 4EXTURE
#OLLECTIONS THE .%7 $6$ NOW CONTAINS
4EXTURE -APS COMPRISING OF OVER
INDIVIDUAL HAND CRAFTED TEXTURE
MAPS WHICH ARE ALL FULLY TILEABLE %ACH
TEXTURE HAS BEEN HAND CRAFTED FROM
ORIGINAL PHOTOGRAPHY MADE
SEAMLESS WHERE REQUIRED AND EACH
HAVING THEIR OWN UNIQUE BUMP
SPECULAR MAP INCLUDED %ACH TEXTURE IS
ALSO OF COURSE TOTALLY FLEXIBLE AND CANBE
USED IN MANY PROJECTS
ARCHITECTURAL OR
OTHERWISE
(ERE IS THE $6$gS FULL CONTENTS
#OLOUR 4EXTURE -APS
-ATCHING "UMP -APS
-ATCHING 3PECULAR -APS
3PLIT UP INTO THE FOLLOWING CATEGORIES
&ABRICS 5PHOLSTREY 4EXTURES
-ARBLE 4EXTURES
2UGS
3TONE 4EXTURES
4ILE 4EXTURES
7ALL 4EXTURES
7OOD 4EXTURES
-ISC 4EXTURES
#OLLECTIONS OF AMAZING 4EXTURES
FOR FULL INFORMATION AND PRICING INCLUDING DISCOUNTS OF UP TO VISIT WWWDTOTALCOM
)MAGE CHEN QINGFENG
Digital Painting Tutorial Series : Weather
Issue 21, September - Sandstorm
Created In:
Adobe Photoshop 7
Rainstorm
The first thing we need to do is to grab some
reference images (I always use Google Images
to search) in order to understand how the
colours change in different weather conditions.
Remember that we are only using the reference
photographs as a colour guide for our painting.
We need to add more fog in the distance now, so select a soft round brush
(Size 300; Opacity 50%) and paint on the horizon line (Fig05).
Now it’s time to add the rain! To paint the rain I created a simple brush
which is available as a download at the end of this tutorial. So, select a
bright rain colour (RGB: 100, 97, 96) and paint over the entire scene using
the rain brush, trying to put more rain on the horizon line (Fig06).
In a new layer we are now going to add a wet effect to the trash can in the
foreground. With just a few white strokes in the area where the light hits
Twister
Previous month:
Next month: Snowstorm
Carlos Cabrera
For more from this artist visit:
www.carloscabrera.com.ar
Or contact:
sayhi@carloscabrera.com.ar
“So you have painted this lovely
woman with beautiful eyes
and an even more lovely face,
Tutorial How To Paint Lips even
have maybe WorthusedKissing
one of
the current tutorials to attach
some wonderful hair to her, and
now realise what you have so
patiently avoided, until it could
no longer be ignored... take a
deep breath... the lips!”
usually used to, but I think the pictures do speak for themselves enough to
survive a less detailed description than usual.
Example 1
Step 1 – The Base For The Lips
Alright, let’s start. Pick the red colour of your desire and a hard-edged
airbrush - Spacing 0%, Opacity 100% and the size of your desire - to paint
in a basic lip shape, which you will then separate with a curvy line of dark
red. So you have an upper and lower lip now, in a very basic shape. To
Step 4 – Soften It Up
In step 4 we will create a new layer (Ctrl + Shift
+ N, or Layer > New > Layer) and pick the soft-
edged airbrush with an opacity of 30% to soften
the “edgy” borders between each colour, which
were caused by the hard-edged airbrush. Pick
your basic red again to work near all highlighted
areas of the lips. The darker red is for the lower
part of the lower lip which is closest to the
shadow, and for the lower part of the upper lip
which is closest to the line between both lips
(Fig04).
Example 2
Step 1 – A Base For The Lips Again
Let’s continue with example two, now. This time
we want to paint lips in a ¾ view. Unlike the first
example, which was basically held in reddish
tones, the current example lives from blueish
background tones which hold a contrast to the
pinkish lips and skin tones. So the lips will be set
Created In:
ZBrush & Photoshop
Initial Concept
The concept illustration ‘Speed Runners’ was a
personal project, mainly geared towards helping
me get quicker results with my concept work.
At the time, I was involved in creating a series
of illustrations based on science-fiction themes
using a ZBrush to Photoshop pipeline. ‘Speed
Runners’ was a direct result of that multi-
platform experiment.
Final Thoughts
Altogether this concept illustration took less than
two hours to make; however, there are a handful
of issues with the image, including problems
with perspective, multiple light sources and
lack of overall cohesiveness. Whilst the idea
Joel Carlo
For more from this artist visit:
www.joelcarlo.net
Or contact:
joelcarlo@gmail.com
visitwww.3dcreativemag.com
to download the free ‘lite’ issue, the full issue, subscription
offers and to purchase back issues.
“I immediately knew
I wanted to create a
landscape, and I’ve
also wanted to tackle Making of Work Makes One Free
a primitive, industrial
environment. Many
ideas surfaced but
the ones I gravitated
towards revolved around
civilizations such as
ancient Egypt where
thousands were forced into
hard labour to build the
pyramids.”
Introduction
With having a traditional art background most
of my digital work has been primarily 3D, with
only compositing and colour correction using
Photoshop. But with this project my goal was
to rely on both 3D and 2D elements equally,
creating a true hybrid piece that would utilise
the strengths of both approaches. First I had
to find a concept that would align with my
goal. I immediately knew I wanted to create
a landscape, and I’ve also wanted to tackle a
primitive, industrial environment. Many ideas
surfaced but the ones I gravitated towards
Step01:
Even though I wanted this project to develop
extremely quickly, I still went through my usual
process of finding some references, doing some
thumbnails, and working on the final piece. I
first dug through my photographic library and
came across an image from a film shoot (Fig01).
The cliff in the image gave me the idea that the
master species would try to build their “factories”
in the shadows and valleys, perhaps suspended
off the ground to allow cooler air/water from
below ground to siphon up. I also wanted to
include an ominous pile just outside of the
factory for the viewer to imagine what it could
be. Then, using that image as a background, I
began sketching on top of it using Sketchbook
Pro with a Tablet PC. After a few minutes on
thumbnails I began spending an hour refining
one of the images first in Sketchbook Pro, and
then colouring in Photoshop for another hour
Step03:
My first step in the painting process was
playing with the global colour and general light
direction, using a soft airbrush and gradients
above the 3D image on a layer set to Overlay in
Photoshop. One thing I found helpful was “up-
rezing” my coloured thumbnail, heavily blurring
it, then playing with different layer modes
composited over the top. I also integrated the
Z-pass at this stage to simulate some of that hot
haze (Fig04).
Step04:
Once I was happy with the tonal range and
colour of the whole piece it was time to start
the rough, impressionistic details. My technique layer set to Overlay and pasted in appropriate on, I painted on a new layer, allowing me to
for rendering quickly and painterly involved textures for each material and buildings from backtrack or erase my brush work if needed
using simple, round, hard brushes with the my personal photographic library. Then, using a (Fig06). This part was definitely the most fun
Opacity set to 50-70% for light, shadows, custom smudge brush (Fig05) with the Strength and proved to be very quick in achieving an
and additional surface details. Then I set a set to 100% and with the “all layers” option impressionistic style.
Brian Recktenwald
For more from this artist visit:
www.brianrecktenwald.com
Or contact:
breckten@gmail.com
With the release of 3DTotal’s new book,
‘Digital Art Masters: Volume 2’, we have
some exclusive chapters for you...
‘Bang On Time’
by Michael R Smith
The following shots of the ‘Bang On Time’ book pages are featured here in full-resolution and can be read by zooming in!
The following shots of the ‘Bang On Time’ book pages are featured here in full-resolution and can be read by zooming in!
12 ISSUES
FOR THE
PRICE OF 9
Subscription $36 save $12 (25%)
6 ISSUES
FOR THE
PRICE OF 5
Subscription $20 save $4 (16%)
Articles
Sketchbook of Matt Dangler
What artwork has moved you
emotionally/mentally, and why?
Tutorials
Custom Brushes
Speed Painting
Elements Weather Series
Snowstorm!
Galleries
10 of the Best images featuring
Kerem Beyit
Kieran Yanner
Tom Arthur Opasinski
Tiberius Viris
Teng lin
Pascal Raimbault
John Wallin Liberto
Robin Olausson
Marcin Jakubowski
Daniel Ljunggren
www.kromestudios.com
TY the Tasmanian Tiger and the Krome Studios logo are trademarks of Krome Studios Pty, Ltd. © 2006 Universal Interactive, Inc. Spyro and related
characters are™ and © Universal Interactive, Inc. All other trademarks are the property of their respective owners. All Rights Reserved.
Crouching Artist:
Hidden Talent?
www.opmjobs.com
General Enquiries: OPM Response Ltd, 15 Peartree Business Centre,
Stanway, Colchester CO3 0JN Tel: 01206 544044 Fax: 01206 547198
Contact Information
www.zoopublishing.com
www.3dcreativemag.com
www.2dartistmag.com
Editor > Lynette Clee
lynette@zoopublishing.com
Lead Designer >Chris Perrins
chris@zoopublishing.com
Content Manager > Lynette Clee
lynette@zoopublishing.com
Marketing > Lynette Clee
lynette@zoopublishing.com
Partners
If you have a CG Community website and would
be interested in reselling 3DCreative or 2DArtist
magazine, please contact Lynette Clee on the
email address above.